attribute vec4 jvr_Vertex;

uniform mat4 jvr_ProjectionMatrix;
uniform mat4 jvr_ModelViewMatrix;
attribute vec2 jvr_TexCoord;

varying vec2  texCoord;
varying vec3 glP;

void main(void)
{
	texCoord = jvr_TexCoord;
	glP = jvr_ProjectionMatrix * jvr_ModelViewMatrix * jvr_Vertex;
	
	gl_Position = jvr_ProjectionMatrix * jvr_ModelViewMatrix * jvr_Vertex;
}